Martin901
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Greetings to everyone. A long time ago since i play this game but about 2 years ago I enter occasionally and I no longer play as much as before and during that time I sometimes think about how it could be a better touch in the game mechanics section as in the ''progression of level and the effects of the statistics in the classes, how base statistics are affected by enchantments and how the base statistics work without any alterations'' and others, also from that the game after a while can get bored of doing the same thing and with this it will be a bit more interesting to play since you could experiment with which class you play better or with which you go with a boss in specific, etc ... Now is clearly is easier said than done. I'll start and i'm sorry for the Big size of the suggestion. System of Stats In this all the stats will be kept at a fixed value that will be 100 points for each one and the changes that the character will suffer will depend if the stat in question is 100 points that is 100% or higher or lower than would indicate that the Effects on the stat will be increased if it is greater than 100 points or reduced if it is less than 100 points. Example: strength 100 points Physical attack: 523 damage Calculating if you have a bonus or not: (value physical attack x normal strength) / original strength Physical attack value = 523 damage (a dps can also be used) Original strength = 100 points (It is always 100 points, since it is the original value) Normal strength = 100 points (It depends on the strength of the class used) Then it would be: (523x100 points) / 100 points = 523 damage Notes: If the strength or stat studied is greater / smaller the value will change. Only for the base value, not the bonus. This same can be used to explain the following stats. Strength: Base Strength: The main stat of the classes that use physical power. If this stat is 100 points it means that all its effects will work 100% and if it is greater or less, its effects can be increased or decreased. 100% damage with physical attacks 5% Crit chance with physical attacks 20% Crit damage with physical attacks 2% resistance to physical attacks Strength by the bonus of enchantments: The Strength by Enchantment bonus, increase the physical attack by 5 points but also when a certain number is received a bonus to increase the resistance and crit damage with physical attacks. The number of points to receive the bonus is 20 points. That is to say every 20 extra points of strength per bonus = + 4% damage with physical attacks + 10% crit damage with physical attacks + 1% resistance to physical attacks Intellect: Base Intellect: The main stat of the classes that use magic power. If this stat is 100 points it means that all its effects will work 100% and if it is greater or less, its effects can be increased or decreased. 100% damage with magic attacks 5% Crit chance with magic attacks 20% Crit damage with magic attacks 1% resistance to magic attacks Intellect for the bonus of enchantments: The Intellect by Enchantment Bonus increase the magic power by 5 points but also when a certain number is received a bonus that increased resistance and crit damage with magical attacks. The number of points to receive the bonus is 20 points. That is to say every 20 extra points of intellect per bonus = + 4% damage with magic attacks + 10% crit damage with magic attacks + 1% resistance to magic attacks Endurace: Base Endurance: The stat that measures that I could endure in a fight a warrior or mage. If this stat is 100 points it means that all its effects will work 100% and if it is greater or less, its effects can be increased or decreased. 5% damage reduction of all received attacks 5% reduction of damage from critical attacks received Endurace by the bonus of enchantments: The Endurance by Enchantment Bonus, increase the health by 10 points normally but also when a certain number is received a bonus to increase the reduction of damage by attacks and critical attacks. The number of points to receive the bonus is 20 points. That is to say every 20 bonus points of endurace = + 2% damage reduction of all types of attacks + 3% damage reduction from critical attacks of all types Dexterity: Base Dexterity: The stat of the physical classes and influences the general abilities of a warrior. If this stat is 100 points it means that all its effects will work 100% and if it is greater or less, its effects can be increased or decreased. 90% Hit chance with physical attacks 10% evasion of physical attacks 50% speed (haste) with physical attacks 10% crit chance with physical attacks Dexterity for the bonus of enchantments: The dexterity by Enchantment Bonus, give a bonus when you get to a certain number of points that will increase: evasion, hit chance, crit chance and speed with physical attacks. The number of points to receive the bonus is 20 points. That is to say every 20 extra dexterity points = + 1% hit chance with physical attacks + 1% evasion of physical attacks + 1% speed with physical attacks + 2% crit chance with physical attacks Wisdom: Base Wisdom: The stat of the magic classes and influences the general abilities of a magician. If this stat is 100 points it means that all its effects will work 100% and if it is greater or less, its effects can be increased or decreased. 90% Hit chance with magic attacks 10% evasion of the magic attacks 50% speed (haste) with magic attacks 10% crit chance with magic attacks Wisdom for the bonus of enchantments: The wisdom of Enchantment Bonus, give a bonus when you get to a certain number of points that will increase: evasion, hit chance, crit chance and speed with magic attacks. The number of points to receive the bonus is 20 points. That is to say every 20 extra points of wisdom = + 1% hit chance with magic attacks + 1% evasion of the magic attacks + 1% speed with magic attacks + 2% crit chance with magic attacks Luck: Luck Base: The stat that every adventurer needs if he wants to have very good fortune on his way. Here the luck has 4 effects, 2 of them work in combat while the other 2 function as a general effect. If this stat is 100 points it means that all its effects will work 100% and if it is greater or less, its effects can be increased or decreased. Combat Effects: 5% Crit chance for physical/magical attacks 10% Crit damage for physical/magical attacks Effects in general: 5% extra chance to get an object (Works with mobs but no missions) 5% chance to get large amounts of an object (Works with mobs and missions) Note: All these effects if they will be affected by the Luck stat These characteristics work a little differently from the others: Explanation: When you are giving an extra 5%, what you do is add to the real value your 5%, as you can see from the following equation. Real droprate + ((5% x actual droprate) / 100%) = Droprate with the bonus of the percentage Example: 5% extra drop rate of an object with a drop rate of 2%. 2% chance + ((5% x 2%) )/ 100% = 2% chance + 0.1% chance = 2.1% chance Note: It may look like very little but it will really have an influence when you have it in quite large quantities. Luck for the bonus of the enchantments: Luck by Enchantment Bonus, give a bonus when you get to a certain number of points that will increase the: Crit chance, Crit damage for physical/magical attacks and chance to get an object and large amounts of them. The number of points to receive the bonus is 20 points. That is to say every 20 extra points of luck = + 2% crit chance for physical/magical attacks + 5% Crit damage for physical/magic attacks + 1% chance to get an object + 2% chance to get large amounts of an object Team's luck System When several players fight against a mob to obtain an item with droprate, as all players work to defeat it all the players' luck is added and the total is divided by the number of players to obtain the general value of luck. Example: 4 players go for a item with a droprate of 5% Player 1 Droprate Chance: 5.15% , Player 2 Droprate Chance: 5.25% , Player 3 Droprate Chance: 6.15% , Player 4 Droprate Chance: 5.15% Claculaing general luck for these players: ((Player 1 + Player 2 + Player 3 + Player 4) Droprate)/4 = General Luck (5.15% + 5.25% + 6.15% + 5.15%)/4 = 21.70%/4 = 5,425% Notes: And this would be the luck that all players will have clear without counting the enchantment bonds would be greater, of course as you see the player 3 did not come out very benefited from all this because it is only for those who want to make groups. In any case if you do not want to do this simply look for a different room to farmear or to help a friend and most importantly the chance may have been reduced but survival and speed have increased. Of course if it is a strong enemy this would work a lot but if it is a weak enemy or one with which you can deal with yourself it is clearly better to do it alone. Important Note: The effects of the drop rate increase of the luck statistics will not increase if the object to be obtained has a fixed droprate. Level Progression STR (Strength), INT (Intellect), END (Endurance), DEX (Dexterity), WID (Wisdom), LUK (Luck) When a player starts at level 1 his stats will be evenly distributed if he has his default class the adventurous class (which is the class that I propose to start in the game and then choose one of the 4 initials) also during the progression level 600 base points are not going to increase by more than level rise since those are the ones that are going to maintain the balance between the stats since what will increase are characteristics that can be handled in base to the stats. The player starts with: 50 physcal damage 50 magical damage 100 health Dexterity, Widsom and Luck they will continue to have the bonuses they already have indicated in the stat system. Example: Player level 1, Adventurer class: 55 physcal damage 55 magical damage 100 health Dexterity, Widsom and Luck (Same boost indicated before) STR: 100 = All bonus working at 100% capacity. INT: 100 = ,, END: 100 = ,, WID: 100 = ,, DEX: 100 = ,, LUK: 100 = ,, Note: I use 100 points to make it agree with 100%, but it can easily be changed to 10 points or 20 points. Why the stats are still remaining the same? Because they are a base and they will never change with the exception of changing class wich alter the distribution of the stats, also with the progression of level what increases will be the following values that besides the side will have the stat that if the general value is altered will also be altered: For each level that is increased: The HP will increase by 100 points. (Altered by the stat Endurace) Physical damage increases by 5 points. (Altered by the stat Strength) Magical damage increases by 5 points. (Altered by the stat Intellect) Dexterity, Widsom and Luck will not be strengthened with the levels so the only way to strengthen them will be with enchantments. Now with everything explained now you will now see a level 100 player following the idea, Player level 100, Adventurer class: 550 physcal damage 550 magical damage 10000 health Dexterity, Widsom and Luck still remain the same. STR: 100 = All bonus working at 100% capacity. INT: 100 = ,, END: 100 = ,, WID: 100 = ,, DEX: 100 = ,, LUK: 100 = ,, Note: Stats Changes by the classes Also this is only with the adventurous class if we try another class as a warrior, magician, rogue or healer, as they have distributed stat in a different way but in the same amount that would indicate that it is done for a specific job such as: hurt a lot by the physical or magical part, being very fast attacking and evading a lot by the physical or magical part or enduring a lot of physical or magical blows. Now how to know how much is the difference between the warrior class and the adventurer Example: Player level 1, Adventurer class: STR: 100 INT: 100 END: 100 WID: 100 DEX: 100 LUK: 100 All these added stats give a value of 600 points that represent 100% of the character if we change the class for example to the warrior class: Example: Player level 1, Warrior class: STR: 150 All bonus working at 150% capacity. INT: 60 All bonus working at 60% capacity. END: 150 All bonus working at 150% capacity. DEX: 60 All bonus working at 60% capacity. WID: 90 All bonus working at 90% capacity. LUK: 90 All bonus working at 90% capacity. The distribution of the 600 points changes but not the value, this is not always true, since there may be classes that may have more / less than 600 basis points. As you can see the distribution weakened some stats but strengthened others, this is so that each class can fulfill a specific function or if you encounter a very strong enemy in specific stats it is always good to use a class. You can calculate the growth with respect to the original class, simply to calculate the difference what you do is using the stat of force as an example: Warrior Strength / Adventurer Strength = Difference 150 Strength / 100 Strength = 1.5 times the original strength . Utility: Only to know the difference between the original class (Adventurer) and new class (Warrior). Note: All this can be applied for any class in the game. With all of this the game will have much more strategy when the player fight againts a enemy or another player and this will indirectly affect the classes, PvP and farming with the classes for better or worse. Now i suggest a change to the battle system adding more button options to give more use to the potions and adding a new type of skill the ''Gear Skill'' that works when you have a item, weapon or set. Battle system (Skill System): At present the system of the classes are 1 auto attack, 3 special techniques and 1 for the potions, but in the end the potions, do not serve much due, to that better to use the techniques of the classes, that is why I will make a change in this: The new system is: 1 space for the auto attack, 3 spaces for special techniques, 1 space of set skill/gear skill and 3 spaces of quick selection for the potions/booster/etc. .. How would it be ordered? It would be the same with the difference that the icons will be a little smaller and up will have 3 spaces for the potions, booster, etc. .. So they don't take so much space. Gear/Set skill? What is that? A skill that you can use when you get a specific gear (weapon, armor, helmet, cloak) or the four/three-part union to unlock it. (Do not count classes) Examples: Gear Skill: Blinding light of Destiny (Blod) Blinding Brightness (Rank N/A) You need the Blinding Light Of Destiny to activate it. Mana Cost: 20 Cooldown: 15 seconds Type: N/A (depends on which skill is activated) Description: With the blinding light of destiny, you cast a glow so strong that it causes your enemy to be stunned for 2 sec and lose the part for the Brightness vision for 6 sec. (No weapon damage, no fail, effect name is blind stun: stun the enemy for 2 seconds, blinded: Reduces hit chance by 40% for 6 seconds) Set Skill: Armor of Awe (AoA) Awe Force (Rank N/A) You need the (AoA, HoA, and CoA) to activate it. Mana Cost: 30 Cooldown: 30 seconds Type: N/A (depends on which skill is activated) Description: Being the possessor of the armor of awe, you can call this great power to use it in your battle and thus win your enemy awe!, increase your damage output, crit damage and reduces the damage taken by 25% for 8 seconds. (No weapon damage, no fail, effect name is AWE force: increase your damage output, crit damage and reduces the damage taken by 25% for 8 seconds) How does it depend on which skills uses? Well that is to say depending on the class skill that can be physical/magical or both, then so that the skill can be used in all kinds of classes and not lose effectiveness, there may be exceptions of articles that functions with magic classes and others with physics. So you can say that if you use skill 1, 2, 3, 4 of a class, the movement does not lose effectiveness, but can lose more mana than you want so it is better to set which skill spends less (eye: This would only apply to items that have more than 2 skill and to use you have to combine the button 5 , with the 1, 2, 3, 4), in case of being a single skill is the button 5 only. These are just a few examples: but there are many more like: Blade of Awe (BoA) (gear), Necrotic Sword of Doom (NSoD) (gear), ArchFiend Doomlord (ADL) (set), etc.. This should only be applied to items very difficult to get like those mentioned above, so that it is so much more comforting to have them. Can this affect the game? Yes but not too (from the general point of view), why? The system in the PvE, serious in which more benefits would bring and would return a little more entertaining, now in the PvP (although not very developed), if it affected partly this because if used, uff, but still I think it's a good idea. 3 spaces for potions? For what? If we already have the set/gear skill? Although not created are important, only that the system has not been implemented well, I would recommend that you give a boost of effectiveness all to the potions to make them more valuable and useful (also count, tonics and Elixirs). And if that boost is done with those items, where could we get them? Well some can buy with, gold or AC, get them as a drop and/or alchemy (where they are the best of all lore) where you have to create, making combinations of various materials, to ask you. This would give a more important value to the Alchemy faction because by increasing the effectiveness, players will be more interested in using them. Thats is a part of my suggestions to the game that will help the game to attract new and old players although I think it is necessary to fix more things I think you are on the right track and that is cool, so I just come to give this suggestion so that the game grows and becomes better. Have a good time guys.
< Message edited by Martin901 -- 7/22/2018 18:44:54 >
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